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# gpl: authors Liero, Atom
bl_info = {
"name": "Unfold transition",
"author": "Liero, Atom",
"location": "Tool bar > Animation tab > UnFold Transition",
"description": "Simple unfold transition / animation, will "
"separate faces and set up an armature",
"category": "Animation"}
# Note the properties are moved to __init__
# search for patterns advanced_objects, adv_obj
import bpy
from bpy.types import (
Operator,
Panel,
)
from random import (
randint,
uniform,
)
from mathutils import Vector
from mathutils.geometry import intersect_point_line
class Set_Up_Fold(Operator):
bl_idname = "object.set_up_fold"
bl_label = "Set Up Unfold"
bl_description = ("Set up Faces and Bones for animation\n"
"Needs an existing Active Mesh Object")
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and obj.type == "MESH")
def execute(self, context):
bpy.ops.object.mode_set()
scn = bpy.context.scene
adv_obj = scn.advanced_objects1
obj = bpy.context.object
dat = obj.data
fac = dat.polygons
ver = dat.vertices
# try to cleanup traces of previous actions
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.remove_doubles(threshold=0.0001, use_unselected=True)
bpy.ops.object.mode_set()
old_vg = [vg for vg in obj.vertex_groups if vg.name.startswith("bone.")]
for vg in old_vg:
obj.vertex_groups.remove(vg)
if "UnFold" in obj.modifiers:
arm = obj.modifiers["UnFold"].object
rig = arm.data
try:
scn.objects.unlink(arm)
bpy.data.objects.remove(arm)
bpy.data.armatures.remove(rig)
except:
pass
obj.modifiers.remove(obj.modifiers["UnFold"])
# try to obtain the face sequence from the vertex weights
if adv_obj.unfold_modo == "weight":
if len(obj.vertex_groups):
i = obj.vertex_groups.active.index
W = []
for f in fac:
v_data = []
for v in f.vertices:
try:
w = ver[v].groups[i].weight
v_data.append((w, v))
except:
v_data.append((0, v))
v_data.sort(reverse=True)
v1 = ver[v_data[0][1]].co
v2 = ver[v_data[1][1]].co
cen = Vector(f.center)
its = intersect_point_line(cen, v2, v1)
head = v2.lerp(v1, its[1])
peso = sum([x[0] for x in v_data])
W.append((peso, f.index, cen, head))
W.sort(reverse=True)
S = [x[1:] for x in W]
else:
self.report({"INFO"}, "First paint a Weight Map for this object")
return {"FINISHED"}
# separate the faces and sort them
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.edge_split()
bpy.ops.mesh.select_all(action="SELECT")
if adv_obj.unfold_modo == "cursor":
bpy.context.tool_settings.mesh_select_mode = [True, True, True]
bpy.ops.mesh.sort_elements(
type="CURSOR_DISTANCE", elements={"VERT", "EDGE", "FACE"}
)
bpy.context.tool_settings.mesh_select_mode = [False, False, True]
bpy.ops.object.mode_set()
# Get sequence of faces and edges from the face / vertex indices
if adv_obj.unfold_modo != "weight":
S = []
for f in fac:
E = list(f.edge_keys)
E.sort()
v1 = ver[E[0][0]].co
v2 = ver[E[0][1]].co
cen = Vector(f.center)
its = intersect_point_line(cen, v2, v1)
head = v2.lerp(v1, its[1])
S.append((f.index, f.center, head))
# create the armature and the modifier
arm = bpy.data.armatures.new("arm")
rig = bpy.data.objects.new("rig_" + obj.name, arm)
# store the name for checking the right rig
adv_obj.unfold_arm_name = rig.name
rig.matrix_world = obj.matrix_world
scn.objects.link(rig)
scn.objects.active = rig
bpy.ops.object.mode_set(mode="EDIT")
arm.draw_type = "WIRE"
rig.show_x_ray = True
mod = obj.modifiers.new("UnFold", "ARMATURE")
mod.show_in_editmode = True
mod.object = rig
# create bones and vertex groups
root = arm.edit_bones.new("bone.000")
root.tail = (0, 0, 0)
root.head = (0, 0, 1)
root.select = True
vis = [False, True] + [False] * 30
for fb in S:
f = fac[fb[0]]
b = arm.edit_bones.new("bone.000")
if adv_obj.unfold_flip:
b.tail, b.head = fb[2], fb[1]
else:
b.tail, b.head = fb[1], fb[2]
b.align_roll(f.normal)
b.select = False
b.layers = vis
b.parent = root
vg = obj.vertex_groups.new(b.name)
vg.add(f.vertices, 1, "ADD")
bpy.ops.object.mode_set()
if adv_obj.unfold_modo == "weight":
obj.vertex_groups.active_index = 0
scn.objects.active = rig
obj.select = False
return {"FINISHED"}
class Animate_Fold(Operator):
bl_idname = "object.animate_fold"
bl_label = "Animate Unfold"
bl_description = ("Animate bones to simulate unfold. Starts on current frame\n"
"Needs an existing Active Armature Object created in the previous step")
bl_options = {"REGISTER", "UNDO"}
is_not_undo = False
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and obj.type == "ARMATURE" and obj.is_visible(bpy.context.scene))
def draw(self, context):
layout = self.layout
adv_obj = context.scene.advanced_objects1
if self.is_not_undo is True:
layout.label(text="Warning:", icon="INFO")
layout.label(text="The generated Armature was not selected or it was renamed")
layout.label(text="The animation can fail if it is not generated by the previous step")
layout.separator()
layout.label(text="Expected Armature name:", icon="BONE_DATA")
layout.label(text=str(adv_obj.unfold_arm_name), icon="TRIA_RIGHT")
layout.label(text="To Continue press OK, to Cancel click Outside the Pop-up")
layout.separator()
else:
return
def invoke(self, context, event):
obj = bpy.context.object
scn = bpy.context.scene
adv_obj = scn.advanced_objects1
if obj.name != adv_obj.unfold_arm_name:
self.is_not_undo = True
return context.window_manager.invoke_props_dialog(self, width=400)
else:
return self.execute(context)
def execute(self, context):
obj = bpy.context.object
scn = bpy.context.scene
adv_obj = scn.advanced_objects1
fra = scn.frame_current
if obj.name != adv_obj.unfold_arm_name:
self.report({"INFO"},
"The generated rig was not selected or renamed. The animation can fail")
# clear the animation and get the list of bones
if obj.animation_data:
obj.animation_data_clear()
bpy.ops.object.mode_set(mode="POSE")
bones = obj.pose.bones[0].children_recursive
if adv_obj.unfold_flip:
rot = -3.141592
else:
rot = adv_obj.unfold_rot_max / 57.3
extra = adv_obj.unfold_rot_time * adv_obj.unfold_bounce
ruido = max(adv_obj.unfold_rot_time + extra,
adv_obj.unfold_sca_time) + adv_obj.unfold_fold_noise
len_bones = len(bones) if len(bones) != 0 else 1 # possible division by zero
vel = (adv_obj.unfold_fold_duration - ruido) / len_bones
# introduce scale and rotation keyframes
for a, b in enumerate(bones):
t = fra + a * vel + randint(0, adv_obj.unfold_fold_noise)
if adv_obj.unfold_flip:
b.scale = (1, 1, 1)
elif adv_obj.unfold_from_point:
b.scale = (0, 0, 0)
else:
b.scale = (1, 0, 0)
if not adv_obj.unfold_flip:
b.keyframe_insert("scale", frame=t)
b.scale = (1, 1, 1)
b.keyframe_insert("scale", frame=t + adv_obj.unfold_sca_time)
if adv_obj.unfold_rot_max:
b.rotation_mode = "XYZ"
if adv_obj.unfold_wiggle_rot:
euler = (uniform(-rot, rot), uniform(-rot, rot), uniform(-rot, rot))
else:
euler = (rot, 0, 0)
b.rotation_euler = euler
b.keyframe_insert("rotation_euler", frame=t)
if adv_obj.unfold_bounce:
val = adv_obj.unfold_bounce * -.10
b.rotation_euler = (val * euler[0], val * euler[1], val * euler[2])
b.keyframe_insert(
"rotation_euler", frame=t + adv_obj.unfold_rot_time + .25 * extra
)
val = adv_obj.unfold_bounce * .05
b.rotation_euler = (val * euler[0], val * euler[1], val * euler[2])
b.keyframe_insert(
"rotation_euler", frame=t + adv_obj.unfold_rot_time + .50 * extra
)
val = adv_obj.unfold_bounce * -.025
b.rotation_euler = (val * euler[0], val * euler[1], val * euler[2])
b.keyframe_insert(
"rotation_euler", frame=t + adv_obj.unfold_rot_time + .75 * extra
)
b.rotation_euler = (0, 0, 0)
b.keyframe_insert(
"rotation_euler", frame=t + adv_obj.unfold_rot_time + extra
)
self.is_not_undo = False
return {"FINISHED"}
class PanelFOLD(Panel):
bl_label = "Unfold Transition"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_category = "Create"
bl_context = "objectmode"
bl_options = {"DEFAULT_CLOSED"}
def draw(self, context):
layout = self.layout
adv_obj = context.scene.advanced_objects1
box = layout.box()
col = box.column()
col.operator("object.set_up_fold", text="1. Set Up Unfold")
col.separator()
col.label("Unfold Mode:")
col.prop(adv_obj, "unfold_modo")
col.prop(adv_obj, "unfold_flip")
box = layout.box()
col = box.column(align=True)
col.operator("object.animate_fold", text="2. Animate Unfold")
col.separator()
col.prop(adv_obj, "unfold_fold_duration")
col.prop(adv_obj, "unfold_sca_time")
col.prop(adv_obj, "unfold_rot_time")
col.prop(adv_obj, "unfold_rot_max")
row = col.row(align=True)
row.prop(adv_obj, "unfold_fold_noise")
row.prop(adv_obj, "unfold_bounce")
row = col.row(align=True)
row.prop(adv_obj, "unfold_wiggle_rot")
if not adv_obj.unfold_flip:
row.prop(adv_obj, "unfold_from_point")
classes = (
Set_Up_Fold,
Animate_Fold,
PanelFOLD,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()
|